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Class Specific Headgear Foundry - Autumn Hairband


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#176 Energystar

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Posted 27 July 2014 - 04:46 AM

 

The Ranger Hat has been changes as well as the Lyrica Hat. The effects are not on the items yet however they can all be bought from a merchant right outside the prontera smithy for zeny. 

Were trying to get the original effects working so for the ranger hat it is as follows:

 

Autumn Hairband [1]
Increases Fire trap and ice trap damage by 50%.
Reduced damage done by arrow storm by 50%.
If upgraded to +7 or higher, increases ATK by 1 for every 1 base INT.
If upgraded to +9 or higher, increases Fire Trap and Ice Trap damage by an additional 25%
 
Lyrica Hat[1]
Increase Severe Rain Storm Damage 15%
If upgraded to +7 or higher
   Reduce Fixed Cast Time based upon Voice Lessons Skill Level
If upgraded to +9 or higher
   Increase SP regeneration 25%

 

 

Where is Prontera Smithy?
 


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#177 Energystar

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Posted 27 July 2014 - 04:50 AM

Autumn Hairband [1]
 
Enable use Play Dead .
Reduced range damage 100%
.
If upgraded to +7 or higher, enable walking while Using Play Dead
If upgraded to +9 or higher, enable use all skill while on Play Dead
 
:heh:
 

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#178 Campitor

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Posted 29 July 2014 - 09:05 AM

this is in sakray right?

i am on sakray now and i cant find the hat merchant you said.

Very strange I am trying to figure out why the server declined to load the npc.


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#179 Campitor

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Posted 29 July 2014 - 09:19 AM

The item is now there I will try to release a client patch for Sakray Soon


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#180 fuyukikun

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Posted 29 July 2014 - 02:12 PM

okay, i want to report what i had experienced in sakray now.

as we know, the formula f fire trap consists of two parts:

Atk part and Bonus Part

Atk part = 100% ATK

Bonus part = [{(Fire Trap Skill Level x Caster’s DEX) + (INT x 5)} x (1.5 + Caster’s Base Level / 100)] x {(Trap Research Skill Level x 20) / 100 }

 

tl;dr: bonus part is the huge part contributing to fire trap damage.

i done testing with several zombies slaughter with full god equips, i want to report the damage:

not equipped: 9600ish damage

+0: 9700ish damage

+7: 9900ish damage

+9: 9900ish damage but slightly higher than +7

 

so the conclusion is:

at +7 it works fine, +1 atk per 1 int. i can see the change in status window when i have 100 int i got additional 100 weapon atk.

however, the +0 and +9 part, the 50% and additional 25% damage increased on fire trap/ice traps only affect THE ATK PART of the skill, not the combined part. That's why at about 200 atk i have, it only increase about 90-110ish damage (50% of 200) at +0 and 40-60ish damage (25% of 200) of total damage at +9.

 

if the hat works as intended, the damage should be:

not equipped: 9600ish damage

+0: 14400ish damage

+7: 14700ish damage

+9: 17100ish damage

 

different with black wing set for cluster bombs, it adds 20% more damage of cluster bombs of the combine part damage. So this is something need to be fixed and i know you can do it since cluster bombs and fire trap/ice trap have similar damage formulation which consist of ATK part and Bonus part. If cluster bombs can be modified that way, so does fire/ice trap.

 

Thank you


Edited by fuyukikun, 29 July 2014 - 02:22 PM.

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#181 Campitor

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Posted 29 July 2014 - 02:25 PM

okay, i want to report what i had experienced in sakray now.

as we know, the formula f fire trap consists of two parts:

Atk part and Bonus Part

Atk part = 100% ATK

Bonus part = [{(Fire Trap Skill Level x Caster’s DEX) + (INT x 5)} x (1.5 + Caster’s Base Level / 100)] x {(Trap Research Skill Level x 20) / 100 }

 

tl;dr: bonus part is the huge part contributing to fire trap damage.

i done testing with several zombies slaughter with full god equips, i want to report the damage:

not equipped: 9600ish damage

+0: 9700ish damage

+7: 9900ish damage

+9: 9900ish damage but slightly higher than +7

 

so the conclusion is:

at +7 it works fine, +1 atk per 1 int. i can see the change in status window when i have 100 int i got additional 100 weapon atk.

however, the +0 and +9 part, the 50% and additional 25% damage increased on fire trap/ice traps only affect THE ATK PART of the skill, not the combined part. That's why at about 200 atk i have, it only increase about 90-110ish damage (50% of 200) at +0 and 40-60ish damage (25% of 200) of total damage at +9.

 

if the hat works as intended, the damage should be:

not equipped: 9600ish damage

+0: 14400ish damage

+7: 14700ish damage

+9: 17100ish damage

 

different with black wing set for cluster bombs, it adds 20% more damage of cluster bombs of the combine part damage. So this is something need to be fixed and i know you can do it since cluster bombs and fire trap/ice trap have similar damage formulation which consist of ATK part and Bonus part. If cluster bombs can be modified that way, so does fire/ice trap.

 

Thank you

I did it in the exact same manner as the cluster bomb so there isn't much more we can do. It may have to do with the way cluster bombs were calculated. We could increase the small attack bonus.


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#182 fuyukikun

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Posted 30 July 2014 - 12:34 AM

so, what are you going to do? trying alternative effects?
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#183 zSyLar

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Posted 30 July 2014 - 04:30 AM

so its a postpone for the effect change again?  :ok:  :ok:


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#184 poringpet

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Posted 30 July 2014 - 11:11 PM

traps are for woe,boring and annoying to use vs monsters you can boost them by 10000% and they still wont be any fun. if the hat boost the falcon that would be pretty cool.


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#185 ShinKokuryuu

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Posted 30 July 2014 - 11:37 PM

Eh that's not true, it's interesting to use traps in pvm too.(especially arrow showering hunter traps)

I can't see how arrow storming mobs is any more fun.
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#186 poringpet

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Posted 31 July 2014 - 12:06 AM

i guess i am coming down a little hard on the traps i just think the mechanics of the game force everyone to be dependent on rangers  and it already takes a long time to get a party together. if a ranger could maybe trap and still use arrow storm i think that would add some variety and not be game breaking since arrow storm already breaks it anyways.one of the reasons the shrine maiden hat did so well for me was because i could just take the hat off if i wanted and then im back to being support.


Edited by poringpet, 31 July 2014 - 12:51 AM.

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#187 fuyukikun

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Posted 31 July 2014 - 12:59 AM

dude Poringpet, i am offended by your statement as pure trapper who never use bow nor arrow storm to 150 and able to solo low to high tier MVPs.
your statement discourage people to use alternative build which is viable to use and requires people to develop new strategy.

Edited by fuyukikun, 31 July 2014 - 01:04 AM.

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#188 Damara

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Posted 31 July 2014 - 12:27 PM

I, for one, am pleased that new gears are allowing for a diverse set of specialties (in the old days, doing a non-traditional build was only for those with way too much time on their hands). If your party relies on rangers to do all their killing then maybe you should all learn how to play your classes and maybe accept that mobs aren't meant to die to one hit.


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#189 atsilva

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Posted 02 August 2014 - 05:28 AM

Lil question for those who already tested the new hat.

 

Does that ATK bonus (from the +7 up 1int"= 1atk") applies for warg dmg?

And does it applies for trappers using both bow and dagger?

 

Thanbks in advance.

 


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#190 fuyukikun

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Posted 02 August 2014 - 05:32 AM

Lil question for those who already tested the new hat.

Does that ATK bonus (from the +7 up 1int"= 1atk") applies for warg dmg?
And does it applies for trappers using both bow and dagger?

Thanbks in advance.

since it increase ATK directly on status window (1 equip ATK per 1 int), it means it increases every ATK based skill.
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#191 ShinKokuryuu

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Posted 02 August 2014 - 09:07 AM

But warg damage is purely stat based I believe, so the atk boost doesn't help?

Edited by ShinKokuryuu, 02 August 2014 - 09:07 AM.

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#192 jouten

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Posted 06 August 2014 - 09:30 AM

So basically a bunch of people just bought Autumn Headband for hundreds of millions of zeny and now that the changes come down it, it's worthless? Nice going.


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#193 Kadelia

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Posted 06 August 2014 - 10:57 AM

So basically a bunch of people just bought Autumn Headband for hundreds of millions of zeny and now that the changes come down it, it's
worthless? Nice going.


It's been stated from day 1 it'd be changed.............
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#194 ShinKokuryuu

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Posted 06 August 2014 - 03:07 PM

So basically a bunch of people just bought Autumn Headband for hundreds of millions of zeny and now that the changes come down it, it's worthless? Nice going.


It's extremely cruel to call it useless. Just because it does not support the build you're going for does not make it bad at all.

After all the effort people made to think of an appropriate effect for it, you could at least show some appreciation >_>
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#195 fuyukikun

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Posted 06 August 2014 - 04:22 PM

so, Oda and Camp, what alternative effects will be tested since the first test was not going according to the plan.
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#196 Hissis

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Posted 11 August 2014 - 01:57 PM

zzzz


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#197 fuyukikun

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Posted 04 September 2014 - 09:58 PM

hello, please update this thread.
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#198 AlmrOfAtlas

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Posted 06 September 2014 - 01:15 AM

Why is this in here anyway? Nobody's going to look this far in.

 

RO1 > RO1CC > Renewal Events > Projects is way too deep for something as important as our unique headgear set that no other official server has.


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#199 hinji17

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Posted 05 November 2014 - 05:44 AM

Is this project still going? It's been 5 month already but we never hear any news.

 

But I found on Clogon post on iRO wiki forum. He said that Firing trap doesn't do "trap damage", but regular melee damage. That's why HF card has effect on it. So maybe you should tweak with melee damage formula. (link: http://forums.irowik...17&postcount=17)

 

But if the formula really cant be altered, maybe you should increase Cluster Bomb damage more, say 10% on +0 and 15% more on +9 :P

 

(lost my forum account so i have to use alt forum name ;_; )


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#200 Alanthier

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Posted 02 March 2015 - 11:34 PM

Focus Beret[1]
Current Effect: 
When the Dragon Combo is used, autocast Fallen Empire Lv.1(if learned, autocast the acquired Lv.)
If upgraded to +7 or higher, when Physical attacking, ASPD +2 for 5 sec with 3% chance.
If upgraded to +9 or higher,, Increase Fallen Empire damage by 30%.

 

Even this is a lie, the hat does not at ANY % chance trigger Fallen empire of any level learned after dragon combo.

 

Also, with trap rangers.  if you can't help their skill's damage output with this headgear, the least you can do is make ice traps as spammable as fire, because that's just ridiculous that only 1 of the 2 element traps can be used fast and the other has a 1 second delay.


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